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City Supplements - What do we like?
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<blockquote data-quote="Ralif Redhammer" data-source="post: 9864003" data-attributes="member: 30438"><p>I'd vote for Volo's Guide to Waterdeep. It gives a lived-in feel to Waterdeep, full of rumors that might be true, or might not be. Making Volo semi-unreliable allows for the DM to take the best inspiration from it and discard or alter what they don't like. Two DMs can start with a location in Volo's Guide and have two very different takes. It also gives you that ground-level feel. Knowing how Waterdeep governs is useful, but knowing about the dangerous alleys or wild taverns can be more actionable.</p><p></p><p></p><p>I adore Hallowfaust. It's a fascinating setting that upends the necromancer as villain trope. It's anything but generic and I include it in my games whenever I can.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 9864003, member: 30438"] I'd vote for Volo's Guide to Waterdeep. It gives a lived-in feel to Waterdeep, full of rumors that might be true, or might not be. Making Volo semi-unreliable allows for the DM to take the best inspiration from it and discard or alter what they don't like. Two DMs can start with a location in Volo's Guide and have two very different takes. It also gives you that ground-level feel. Knowing how Waterdeep governs is useful, but knowing about the dangerous alleys or wild taverns can be more actionable. I adore Hallowfaust. It's a fascinating setting that upends the necromancer as villain trope. It's anything but generic and I include it in my games whenever I can. [/QUOTE]
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